Hello all. I apologize if this is the wrong section to ask this question but somebody asked me about this again and so I thought I would check. Back in 1993 Gamepro magazine ran a preview for a Genesis version of SFII: Champion Edition . It looks like either an early build of Special Champion Editio...

I was just wondering why all of the previous SMB adaptations to the MD obviously weren't the same game. I wonder how long it will be now before we see a full "All Stars" style adaptation. While it probably wouldn't be a fair comparison it would be interesting to see.

That is what I needed to know for certain. It makes sense that they did this. Since a good chunk of the games were designed as carts first and then adapted to the Sega CD there was plenty of space on the disk to spare and they wouldn't want long load times. I wanted to see more about the games, beca...

Thank you sir. I think that pretty much negates the idea of comparing CD-ROM data file totals to cartridge ROM sizes, or even sizes between CD based systems. I'll stick to the "format" idea, and only post distinctions if it is applicable to each individual system. Meaning that the Turbo/PCE CD games...

Thanks again. I'll have to figure out first if I can measure all disk based games in this way. If PCE is the only one that shows up blank I can easily just list it as what system card the game used. Then there's Dreamcast GDs to contend with. I don't like collecting data that doesn't mean anything a...

Thanks for the confirmation, That works from Sega CD games, but not for PCE/Turbo CD games. I haven't checked 3DO, Saturn or PS1 games yet but I think they might all work differently in a PC's optical drive.

Right, and in Windows those are all expressed in KiloBytes. Looking at a TurboGrafx CD produces a totally different kind of list that made it seem to me that the comparison would not be accurate. Also, if I right click, in Windows again, the CD Drive with a disk in the tray the properties will tell ...

It's been, um, a few years but I thought I'd use this thread for some further questions. I ended up only using the above writeup as research notes as I read through the magazines and record the games chronologically. I have found some interesting contrary facts to what is commonly believed today alr...

I am presently massively updating the pages for dozens of 16-bit games from '89-'91. I have decided to primarily stick to the attract modes for each game and to only post screenshots for now. The screenshots are PNG format from the MPEG-2 capture video and the color counts are taken to represent the...

I probably should have done this by now, but I have been updating the original post on the first page of this thread with all of the games that I have analyzed. I am very happy to accept the input of anybody and everybody on these games or any other game that supplies similar effects. I'd also reall...

Piecemealing the list won't cause this thread to end soon if it is going to remain on the topic of polygons. But I'll toss two in: Abrams M1 Battletank LHX Attack Chopper As has been mentioned in this thread, these games very notably run in the 5-10 frames per second range, but also manage to play v...

There are a few obvious differences between the F1/Kawasaki engine and the SVP VR engine. In favor of VR, we have on the fly view changes, accurate race replays from numerous angles, and fully 3D car models in all modes. In favor of F1/Kawasaki, we have consistently higher framerates, and a "turbo m...